Commit graph

5784 commits

Author SHA1 Message Date
nia
12625b7a37 remove debian-specific lines 2021-04-03 18:38:28 +00:00
nia
0170920df0 ioquake3: add symlinks to binaries / man pages from debian
should make it easier to run this.
2021-04-03 18:03:12 +00:00
nia
02b4f80b10 add games/openarena
OpenArena is a community-produced deathmatch FPS based on GPL idTech3
technology.

There are many game types supported including Free For All, Capture The
Flag, Domination, Overload, Harvester, and more.
2021-04-03 15:34:03 +00:00
micha
a35084e30f games/woof: Update to 4.0.2
Woof! 4.0.2
-----------
- Add a config example for Vanilla automap colors (thanks @OpenRift412).
- Do not collapse leading slashes on Windows anymore in NormalizeSlashes()
  to recognize canonicalized Windows paths (@rfomin).
- Prevent running out of stack space in P_SetMobjState() (@rfomin).
- Only save MUSINFO music in savegames if it's actually playing.
- Keep the comp_3keydoor compatibility flag out of the comp[] array to
  prevent demo header mismatch with PrBoom+
2021-03-31 10:09:15 +00:00
nia
f54332bbd8 pysolfc: force use of python 3.7
workaround until PR pkg/56069 can be fixed properly
2021-03-29 07:38:52 +00:00
adam
587a47dcd1 wesnoth: updated to 1.14.16
Version 1.14.16
AI
* Experimental AI: fixed a bug identifying hexes next to healers as healing locations
* Goto Micro AI:
  * Fixed bug when the avoid_enemies parameter is set to very small values
  * Fixed rare bug with blocked paths when ignoring enemies
* Protect Unit Micro AI: fixed bug when a unit is not on the AI side
* Multipack Wolves Micro AI: fixed error when a wolf is fully surrounded
Campaigns
* Dead Water:
  * Fix some characters’ names, which hadn’t been marked as translatable.
* Son of the Black-Eye:
  * S09: Name the enemy team.
* The South Guard:
  * S06b: Fix some enemies’ ambush abilities.
Editor
* Re-enabled topics for the terrain editor in the in-game help browser
* Added help topics for the scenario editor’s tools
* Added documentation about the files written by the editor
Translations
* Updated translations: British English, Catalan, Chinese (Traditional), French,
  Portuguese (Brazil), Spanish, Turkish
User interface
* Fixed color fringing issues with ClearType on Windows.
* Reduced font sizes for the unit HP/XP/MP/Vision/Defense displays on the sidebar at small resolutions to avoid overlaps.
* Rearranged the unit XP and vision displays on the sidebar to avoid running out of room for the XP display.
* Reduced font size for the ToD counter on the sidebar to avoid it being ellipsized too often.
* Gave the turn timer display the same icon as the system clock display.
* Anchored the Observers icon to the sidebar again in a way that does not allow it to overlap into it.
* Fixed the turn timer/system clock display on the top bar incorrectly using a larger font size at small resolutions.
* Rearranged the Defense display label on the sidebar slightly. It remains invisible in Wesnoth 1.14, however.
Miscellaneous and Bug Fixes
* Added support to wmlxgettext for double-quote characters in translatable raw strings
* Fixed an error message and the AI leader potentially not moving when it cannot reach a keep because it's occupied by an allied unit
* Fixed display zoom not being taken into account when using the `x`, `y`, `directional_x` and `directional_y` attributes in unit animations.
* Fixed `[terrain_defaults]` and `[resistance_defaults]`.
* Fixed an attack prediction assert that happened in rare combinations of the defender slowing and the attacker potentially leveling up, and a specific combination of standard and Monte Carlo attack evaluations
2021-03-22 09:45:03 +00:00
nia
3bf0193e0b dhewm3: Update to 1.5.1
Update savegame format (see #303 and #344)
        old savegames still work, but new savegames can't be loaded with older versions of dhewm3!
    Uploaded updated builds of Mod DLLs, now also supporting LibreCoop and The Lost Mission
    dhewm3 now supports the Doom3 Demo gamedata
        See below for installation instructions
        This is based on Gabriel Cuvillier's code for D3Wasm, which ports dhewm3 to web browsers, thanks!
    Create the game window on the display the cursor is currently on (when using more than one display)
    Added r_fullscreenDesktop CVar to set if fullscreen mode should be "classic" or "Desktop" which means a borderless window at desktop resolution
    Fullscreen modes that are not at the current desktop resolution should work better now
        including nvidia DSR / AMD VSR; for that you might have to use the supplied dhewm3_notools.exe, as DSR/VSR seem to be incompatible with applications that use MFC (the GUI framework used for the Doom3 tools like the D3Radiant)
    Several sound-related bugfixes:
        Lags in starting to play a sound which for example caused the machinegun or plasmagun sounds to stutter have been eliminated (#141)
        Trying to reset disconnected OpenAL devices, this esp. helps with display audio on Intel GPUs on Windows, when switching to fullscreen (#209)
        Looping .wav sounds with leadin now work (#291)
        The game still works if no sound devices are available at all (#292)
        Make "idSoundCache: error unloading data from OpenAL hardware buffer" a Warning instead of an Error so it doesn't terminate game (by Corey O'Connor, #235)
    Restore "Carmack's Reverse" Z-Fail stencil shadows; use glStencilOpSeparate() if available
        That bloody patent finally expired last October: https://patents.google.com/patent/US6384822B1/en
        This neither seems to make a visual nor performance difference on any hardware I tried (including Raspberry Pi 4), so this is mostly out of principle
        Based on Code by Leith Bade and Pat Raynor.
        The r_useCarmacksReverse and r_useStencilOpSeparate CVars allow switching both things on/off for comparison
    New CVar g_hitEffect: If set to 0, the player camera damage effects (like double-vision and extreme tilt) when being hit are disabled (by dobosken, #279).
    (On Windows) stdout.txt and stderr.txt are not saved next to the binary anymore, but in My Documents/My Games/dhewm3/, like save games, because the binary dir might not be writable and dhewm3 wouldn't start properly then
    Fix lingering messages in HUD after loading savegame
        Sometimes the "Game saved..." message didn't go away after loading a savegame (when having saved while it still was showing from last save)
    Fixed clipping bug in delta1 (see #328)
    Improve compatibility with some custom scripts ("t->c->value.argSize == func->parmTotal" Assertion; see #303)
    Registering multiplayer servers at id's master-server fixed, so they can be found in the multiplayer menu (by Stradex, #293)
    Support for reproducible builds by setting the CMake option REPRODUCIBLE_BUILD.
    Should build on recent versions of macOS, also on Apple Silicon (thanks Dave Nicolson and Petter Uvesten).
    Proper handling of paths with dots in directory names (#299, #301)
        Some string functions that are intended to find/cut off/replace/... file extensions did cut off the whole path at dots..
        Especially fixes loading and saving maps from such paths in the builtin D3Radiant level editor
    idFileSystemLocal::ListMods() doesn't search / or C:\ anymore (it did so if one of the paths, like fs_cdpath, was empty)
    Don't use translation in Autosave filenames (see #305)
        In the Spanish translation all the Alpha Lab autosaves got the same name, now the autosave name is based on the mapename instead which is distinct
2021-03-19 09:43:15 +00:00
micha
01f9778615 games/woof: Update to 4.0.1
Woof! 4.0.1
-----------
- Compatibility with PrBoom+ complevel 11 has been vastly improved:
  - Player bobbing calculation has been fixed (@rfomin).
  - Resetting of the doomednum feature for the MT_SCEPTRE and MT_BIBLE
    things has been removed, which would lead to these map things not
    being spawned if not in "beta emulation" mode (@rfomin).
  - The implementations of P_Move(), P_CreateBlockMap() and
    P_FindShortestTextureAround()/P_FindShortestUpperAround() have been
    modified to match the ones from Boom, which are unconditionally used
    in PrBoom+ (@rfomin).
  - More MBF code pointers have been disabled in Boom compatibility mode
    (@rfomin).
  - Compatibility defaults have been brought in line with PrBoom+:
    - Enable  "Zombie players can exit levels".
    - Disable "Build stairs exactly the same way that Doom does".
    - Enable  "Fix 3-key door works with only 2 keys".
- The padvalue typo in the REJECT buffer overflow emulation has been
  fixed (@rfomin).
- Data is now properly free()d in some functions in i_sound.c (@rfomin).
- A wrong function argument in MUSINFO logging has been fixed (@rfomin).
- A dummy entry has been added to the S_music[] array for the NUMMUSIC
  counter, fixing a crash when changing music from a MUSINFO track.
2021-03-15 11:33:28 +00:00
nia
0b8089ee3b oshu: Disable non-minimal skin.
It needs to download files during the build process and the website
it downloads files from stopped existing, so the package stopped building.

Maybe it should be a distfile when the file becomes available again.
2021-03-12 15:02:13 +00:00
adam
3436d66515 Use Pillow as versioned dependency 2021-03-10 18:49:06 +00:00
nia
8c31e74db2 unknown-horizons: Don't check for a Linux distribution. Fixes build. 2021-03-09 09:39:10 +00:00
micha
acf709130c games/woof: Update to 4.0.0
Woof! 4.0.0
-----------
- The -fast and -respawn options are now properly reloaded from
  savegames.
- PNG screenshots are now exact reproductions# of the actual
  game# screen.
- Framebuffer overflows are now prevented in V_DrawPatchGeneral() and
  V_CopyRect().
- The bmp2c.c tool now builds with MSVC build (@rfomin).
- A workaround for the SDL 2.0.14 Alt-Tab bug on Windows has been
  introduced (@rfomin).
- A woof-midiproc.exe has been ported over from Crispy Doom, allowing to
  set SFX and music volume separately on Windows (@rfomin).
- The SPECHITS overflow emulation has been ported over from Chocolate
  Doom / PrBoom+, allowing for some more obscure Vanilla demos to keep
  sync.
- The "IDKFA" cheat string has been externalized, allowing it to be
  replaced by DEHACKED.
- The widescreen rendering mode has been ported over from Crispy Doom
  with proper support for the widescreen assets found e.g. in the Unity
  version of Doom (@rfomin).
- MIDI playback on big-endian systems has been fixed (@BeWorld2018).
- The "HI_START"/"HI_END" namespace has been introduced to avoid
  conflicts with high-resolution textures (@rfomin).
- The option to show the "A secret is revealed!" message has been added
  (@rfomin).
- The window geometry and display index settings are now saved across
  restarts (@rfomin).
- The -pistolstart command line option has been added (@rfomin).
- Support for 16-bit WAV sound lumps has been added (@rfomin).
- Support for the "MUSINFO" lump has been added (@rfomin).
- Demo compatibility with Boom 2.02 has been vastly improved:
- MBF codepointers are now disabled during Boom demo playback (@rfomin).
- The P_FindShortestTextureAround() function has been fixed (@rfomin).
- Boom's friction code has been restored (@rfomin).
- Boom's BLOCKMAP generation code has been integrated (@rfomin).
- Sprite lumps smaller than 8 bytes are now ignored (@rfomin).
- Empty music lumps (i.e. with zero length) are now properly handled
  (@rfomin).
- The weapon attack alignment implementation has been brought in line
  with Crispy Doom.
- The "no fog on spawn west" Vanilla Doom bug is now properly emulated
  (@rfomin).
- Switches definitions referencing unknown texture names are now ignored
  instead of exiting (@rfomin).
- A crash has been fixed when reading out joystick button states.
- Endianess issues with positioning the status bar patch, drawing the
  bunny scroll screen and fullscreen patches have been fixed.

Unfortunately, some of these changes made it necessary to change the
savegame format which is now incompatible to previous releases.
2021-03-08 10:55:47 +00:00
nia
3e02f4bf15 flightgear-data: sync version with flightgear 2021-03-05 10:11:13 +00:00
wiz
16b46967b0 fna: mono6 -> mono 2021-03-04 14:05:00 +00:00
nia
51157896cc bzflag: Update to 2.4.22
BZFlag 2.4.22  "Eyes are windows to your SDL" (2021-02-27)
----------------------------------------------------------

* Fix many issues with SDL 2 window management - Joshua Bodine, Scott Wichser
* The playHistoryTracker plugin now tracks kills correctly - Scott Wichser
* Local shotID was not being set in bz_eShotFiredEvent - Agatha
* Send active autopilot statuses to a joining player - Scott Wichser
* Fix solo bots being kicked when rejoining to a server - Scott Wichser
* Fix the backspace key not working on the bzadmin Curses menu - Scott Wichser
2021-03-04 11:02:05 +00:00
nia
fd53c490b5 Move lang/mono6 to lang/mono.
The old mono4 has been refusing to build on all platforms for a while,
while mono6 at least builds on some, so hopefully this is less misleading.
2021-03-03 12:05:40 +00:00
adam
a7d934fab2 rocksndiamonds: updated to 4.2.3.1
Rocks'n'Diamonds 4.2.3.1 released!
This patch release fixes two nasty bugs in the last minor release version:
* fixed horrible crash bug when using “last played level set” menu
* fixed unneeded reloading of artwork when using “last played level set” menu

Rocks'n'Diamonds 4.2.3.0 released!
A new minor release is available with the following additions and changes:
* added “last played level sets” sub-menu to level set selection screen
* added step delay option to custom element movement configuration
* added support for left, middle or right mouse button for CE change events
* added setup option to disable counting score after the game
* added setup options to disable asking on quit game and on quit program
* added graphics config option to support elements on non-black background; this feature can be activated by using “game.use_masked_elements: true” in the custom graphics configuration file
* changed custom artwork list to tree structure similar to level sets, which is separated into three sub-trees for standalone artwork (not related to any level set), artwork that is configured to be used by certain level sets and artwork directly included in level sets (like title screens)
* changed sorting and coloring in level sets menu and custom artwork menu
* changed saving back artwork info cache only if it has changed
* added support for persistent personal game data for the Emscripten platform
* added support for using LLDB instead of GDB when debugging on the Mac
* fixed two nasty bugs that could have crashed the game

Rocks'n'Diamonds 4.2.2.1 released!
A new bugfix release is available with the following fixes and additions:
* fixed bug with playing team mode tapes with changed visible playfield size
* added patch mode to patch tapes to force visible playfield size of 34 x 34
* added patch mode to automatically fix tapes for visible playfield size
* fixed single step mode for R’n’D game engine when used in team mode
* fixed triggering custom element actions by digging or collecting
* added option in level editor to use time score for 1 or 10 seconds left
* fixed time score for native Emerald Mine and Diamond Caves levels
* fixed bug with screen keyboard still being active during request dialogs
* fixed bug with screen keyboard causing overlay buttons to be disabled
* added option to disable warning about read-only levels when entering editor
* fixed bug with not updating game panel when leaving invisible warp mode
* fixed displaying new high score entry if new entry is not on the first page
* fixed graphical bug with envelope style request dialog after the game ended

Rocks'n'Diamonds 4.2.2.0 released!
A new feature release is available with the following additions and fixes:
* added showing as many keys as possible in the default game panel
* added setup option to show dynamite and keys for the Emerald Mine collection
* added support for improved display of keys for the Emerald Mine collection
* added support for improved request dialog in Emerald Mine collection
* fixed graphical glitch in some cases after request dialog if game has ended
* fixed delayed processing of input event immediately after game has started
* fixed “empty first move” in step pause mode with Emerald Mine game engine
2021-03-03 08:30:48 +00:00
nia
ca37e326d8 flightgear: Fix build. 2021-03-01 09:00:33 +00:00
nia
bd2c2deb05 games: add abbayedesmorts.
Cross-platform port of the indie game l'Abbaye des Morts.

In the 13th century, the Cathars, clerics who preached about the poverty of
Christ and defended life without material aspirations, were treated as
heretics by the Catholic Church and expelled out of the Languedoc region in
France. One of them, called Jean Raymond, found an old church in which to
hide from crusaders, not knowing that beneath its ruins lay buried an ancient
evil.

l'Abbaye des Morts has been inspired by the tragic history of the Cathars
and platform games for ZX Spectrum computers like Manic Miner, Jet Set Willy
or Dynamite Dan.

Faith will be your only weapon in this platformer styled like a ZX Spectrum
game. Black backgrounds, 1 color sprites and 1 bit sounds are a proper fit
for a raw story. The lack of details turn on the player's imagination,
creating a unique experience for each player.
2021-02-28 07:36:14 +00:00
nia
7119b6064a simgear, flightgear: Update to 2020.3.6
Release notes:

https://wiki.flightgear.org/Changelog_2020.3
2021-02-25 10:22:14 +00:00
nia
1d7ed0707a plib: Use <sys/joystick.h> rather than <machine/joystick.h> on NetBSD
NetBSD/aarch64 and others do not have <machine/joystick.h> but do have
<sys/joystick.h>.
2021-02-25 08:22:00 +00:00
nia
6c17b5f427 pinball: Add missing patch 2021-02-19 14:54:56 +00:00
nia
2abb9db149 xbomb: Update to 2.2b
2014-08-15  Andrew M. Bishop <amb>

        Version 2.2b Released

2014-08-15 [r76]  Andrew M. Bishop <amb>

	* FILES, README, xbomb.c, xwindow.c: Updated for version 2.2b.

2014-08-15 [r74]  Andrew M. Bishop <amb>

	* xwindow.c: Fix off-by-one error in creation of graphic contexts
	  leading to writing beyond end of array [fixes Debian bug
	  #757902]..

2013-03-16 [r73]  Andrew M. Bishop <amb>

	* README, xbomb.c: Change web-page and e-mail addresses from
	  gedanken.demon.co.uk to gedanken.org.uk.

2013-03-16 [r73]  Andrew M. Bishop <amb>

	* xbomb.c, README: Change web-page and e-mail addresses from
	  gedanken.demon.co.uk to gedanken.org.uk.

2011-10-03 [r72]  Andrew M. Bishop <amb>

	* FILES (added), ANNOUNCE (removed), LSM (removed): Don't include
	  the ANNOUNCE or LSM files in future releases. Do include the
	  FILES file in subversion.

2010-12-27 [r70]  Andrew M. Bishop <amb>

	* ChangeLog (removed): Remove the ChangeLog from version control.

2010-12-24 [r67]  Andrew M. Bishop <amb>

	* ANNOUNCE (added), COPYING (added), ChangeLog (added), LSM
	  (added): Added the uncontrolled files from the xbomb 2.2a
	  release.

2010-12-24  Andrew M. Bishop <amb@gedanken.demon.co.uk>

	Changed version control environment from RCS to CVS to SVN.

2009-11-29  Andrew M. Bishop  <amb@gedanken.demon.co.uk>

        Version 2.2a Released

2009-11-29  Andrew M. Bishop  <amb@gedanken.demon.co.uk>

	* xbomb.ad:
	Add the app-defaults for the different numbers (missed in version 2.2 release).

	* xbomb.c, xwindow.c:
	Change the colour of the number 8 from white (invisible) to light green.
	Change the version number to 2.2a.
2021-02-10 12:12:39 +00:00
nia
ea47c1622e sauerbraten: Update to 2020_12_27
Unknown changes, seems to use SDL2 now which is nice.
2021-02-09 22:33:23 +00:00
nia
d8e066bf9b stone-soup: Update to 0.26.1
Stone Soup 0.26.1 (20210203)
----------------------------

Bugfix Release
--------------

* ctrl-attack again no longer works while confused.
* Console display flickering is reduced.
* It is no longer possible to obtain infinite nets from net traps.
* Various vault placement balance adjustments and teleport closet fixes.
* 95 other fixes, tweaks, copy-edits, and interface improvements.

Stone Soup 0.26.0 (20210108)
----------------------------

Highlights
----------
* New species: Palentonga.
* New background: Delver.
* Food and hunger are removed.
* Swamp has many new monsters and other changes.
* Spells, wands, and abilities can be quivered, fired, and autotargeted with an
  extension of the ranged quiver/autofight interface.
2021-02-09 21:11:49 +00:00
ryoon
bee3953c45 *: Recursive revbump from audio/pulseaudio-14.2.nb1 2021-02-07 06:30:06 +00:00
maya
8e476db14f love09: fix build with the mesa in netbsd-current
Add missing PLIST entry from my previous commit, oops.
2021-02-06 14:27:41 +00:00
maya
91523692d7 love*: make fetchable from upstream again. bitbucket -> github 2021-02-06 13:56:35 +00:00
maya
ff8b859eb2 love09: blindly commit the same changes as the other love packages
create a binary in PREFIX/bin, for the convenience of users who use
non-pkgsrc love games.

Add ALTERNATIVES, in case there is only one love game.
PKGREVISION++
2021-02-06 13:50:20 +00:00
kleink
241fb5a667 py-ranking: Update to 0.3.2.
Version 0.3.2
-------------

Released on Oct 9th 2020.

- Stopped supporting Python 2.5, 2.6, 3.2, and 3.3.
- Supported Python 3.4, 3.5, 3.6, 3.7, and 3.8.

Thanks to `Nolan Gilley`_.

.. _Nolan Gilley: https://github.com/nkgilley
2021-02-06 11:22:03 +00:00
maya
e975990bc3 love{07,08,010,11}: install a binary called "loveN.NN" for convenience
And add a PKG_ALTERNATIVES to call it bin/love for extra convenience.

love09 is skipped because I am failing to build it right now (might look
later on...)
bump PKGREVISION
2021-02-06 11:18:25 +00:00
nia
ac80250aaa add games/pinball.
Emilia Pinball is a libre pinball game simulator.
2021-02-03 16:09:25 +00:00
wiz
cf8a29273f dMagnetic: update to 0.30.
dmagnetic (0.30-1) unstable; urgency=medium

  * Internal bugfixes
  * Fixed missing picture from 'Fish!' in C64 mode
  * New characters for the monochrome vmode
2021-01-31 14:26:17 +00:00
rillig
cf96a77a30 games/xpipeman: fix buffer overflow when starting the game 2021-01-30 18:42:47 +00:00
nia
e2c0047a91 taisei: requires c++14 2021-01-29 09:12:22 +00:00
triaxx
02eec64467 warmux: Update to 11.04.1
pkgsrc changes:
---------------
  * The site listed in MASTER_SITES seems to be down. We can use mirror
    sites as those used by FreeBSD.

upstream changes:
-----------------
> 2011/04/18 - 11.04 release
  - Replay functionality! Still a bit unstable and version-specific
    (thanks mylad for the help image)
  - The various funny animations are now displayed more often
  - Fixed various bugs with grapple and construct in far edges of the world
    (thanks peterolen and lordjj for the bug reports)
  - Improved a bit the grapple behaviour (patch from peterolen)
  - Reduced max memory usage for the Symbian and Android ports
  - Introduce quality settings, and add one level for handhelds allowing
    alphablending and thus much higher quality ground.
  - Readd fading to laser beams
  - Fix key binding edition menu
  - Fix keys getting stuck when modifiers (control/alt/shift) were changed
  - Clean and update command line parameters; --size sets display size
  - Big rewrite of internal network protocol; should reduce a bit traffic
  - Various fixes with network menu (incorrect team updates, crashes)
  - Cache loading of xml files: menus and particle spawning should now
    be much faster
  - Android port: better resume
  - Android port: text editing with the classical virtual keyboard
  - Android port: can go to sleep when downloading (also more robust)
  - Fix MacOSX not able to list public games
2021-01-27 12:13:43 +00:00
fcambus
181926637b dopewars: update to 1.6.1.
ChangeLog:

# 1.6.1 - 2020-12-11
- Improved display in non-English text-mode clients; previously
  columns were not aligned properly in some cases and occasionally
  not all available drugs at a location were shown on screen (#54).
- Minimal British English translation added (#57). Configuration file
  entries can now use either British English or American English spelling
  (i.e. Armor/Armour).
- On Windows the "browse" button in the graphical client options dialog
  now opens at the folder containing the selected sound file (#55).

# 1.6.0 - 2020-12-06
- Fixes to build with OpenWRT (thanks to Theodor-Iulian Ciobanu).
- Write server pidfile after fork (thanks to Theodor-Iulian Ciobanu).
- Updated German and French Canadian translations from Benjamin Karaca
  and Francois Marier.
- Support for old GTK1 and GLIB1 libraries removed - we now need version 2
  of these libraries to build dopewars. GTK+3 is also supported.
- Update metaserver to work with new SourceForge; older versions can no
  longer successfully register with the metaserver.
- Switch to using libcurl to talk to the metaserver (this supports https,
  unlike the old internal code). The metaserver configuration has changed
  accordingly; `MetaServer.Name`, `MetaServer.Port` and `MetaServer.Path` are
  replaced with `MetaServer.URL`, while `MetaServer.Auth`, `MetaServer.Proxy*`,
  and `MetaServer.UseSocks` are removed (set the `https_proxy` environment
  variable instead, as per
  https://curl.haxx.se/libcurl/c/libcurl-tutorial.html#Environment)
- The default web browser on Linux has changed from 'mozilla' to
  'firefox'; on Mac the system-configured default browser is used.
- On Windows the high score file, log file, and config file are now
  stored in the user application data directory (e.g.
  `C:\Users\foo\AppData\Local\dopewars`) rather than the same directory as
  the dopewars binary.
- Add sound support with SDL2, and on Mac.
- Add 64-bit Windows binaries.
- Fix for a DOS against the server using the REQUESTJET message type
  (thanks to Doug Prostko for reporting the problem).
2021-01-26 22:12:08 +00:00
gutteridge
41a8fe1184 fna: adjust formatting per pkglint 2021-01-26 00:34:10 +00:00
maya
60ecd7449b Add fnaify version 3.0
FNA/XNA game launcher.
2021-01-24 19:13:06 +00:00
maya
daf02ce4ec Add fna version 21.01
This is FNA, an XNA4 reimplementation that focuses solely on developing a fully
accurate XNA4 runtime for the desktop.
2021-01-24 19:07:21 +00:00
nia
61c44c01c4 openmw: Update to 0.46.0
This fixes the build with new graphics/osg.

0.46.0
------

    Bug #1515: Opening console masks dialogue, inventory menu
    Bug #1933: Actors can have few stocks of the same item
    Bug #2395: Duplicated plugins in the launcher when multiple data directories provide the same plugin
    Bug #2679: Unable to map mouse wheel under control settings
    Bug #2969: Scripted items can stack
    Bug #2976: Data lines in global openmw.cfg take priority over user openmw.cfg
    Bug #2987: Editor: some chance and AI data fields can overflow
    Bug #3006: 'else if' operator breaks script compilation
    Bug #3109: SetPos/Position handles actors differently
    Bug #3282: Unintended behaviour when assigning F3 and Windows keys
    Bug #3550: Companion from mod attacks the air after combat has ended
    Bug #3609: Items from evidence chest are not considered to be stolen if player is allowed to use the chest
    Bug #3623: Display scaling breaks mouse recognition
    Bug #3725: Using script function in a non-conditional expression breaks script compilation
    Bug #3733: Normal maps are inverted on mirrored UVs
    Bug #3765: DisableTeleporting makes Mark/Recall/Intervention effects undetectable
    Bug #3778: [Mod] Improved Thrown Weapon Projectiles - weapons have wrong transformation during throw animation
    Bug #3812: Wrong multiline tooltips width when word-wrapping is enabled
    Bug #3894: Hostile spell effects not detected/present on first frame of OnPCHitMe
    Bug #3977: Non-ASCII characters in object ID's are not supported
    Bug #4009: Launcher does not show data files on the first run after installing
    Bug #4077: Enchanted items are not recharged if they are not in the player's inventory
    Bug #4141: PCSkipEquip isn't set to 1 when reading books/scrolls
    Bug #4202: Open .omwaddon files without needing toopen openmw-cs first
    Bug #4240: Ash storm origin coordinates and hand shielding animation behavior are incorrect
    Bug #4262: Rain settings are hardcoded
    Bug #4270: Closing doors while they are obstructed desyncs closing sfx
    Bug #4276: Resizing character window differs from vanilla
    Bug #4284: ForceSneak behaviour is inconsistent if the target has AiWander package
    Bug #4329: Removed birthsign abilities are restored after reloading the save
    Bug #4341: Error message about missing GDB is too vague
    Bug #4383: Bow model obscures crosshair when arrow is drawn
    Bug #4384: Resist Normal Weapons only checks ammunition for ranged weapons
    Bug #4411: Reloading a saved game while falling prevents damage in some cases
    Bug #4449: Value returned by GetWindSpeed is incorrect
    Bug #4456: AiActivate should not be cancelled after target activation
    Bug #4493: If the setup doesn't find what it is expecting, it fails silently and displays the requester again instead of letting the user know what wasn't found.
    Bug #4523: "player->ModCurrentFatigue -0.001" in global script does not cause the running player to fall
    Bug #4540: Rain delay when exiting water
    Bug #4594: Actors without AI packages don't use Hello dialogue
    Bug #4598: Script parser does not support non-ASCII characters
    Bug #4600: Crash when no sound output is available or --no-sound is used.
    Bug #4601: Filtering referenceables by gender is broken
    Bug #4639: Black screen after completing first mages guild mission + training
    Bug #4650: Focus is lost after pressing ESC in confirmation dialog inside savegame dialog
    Bug #4680: Heap corruption on faulty esp
    Bug #4701: PrisonMarker record is not hardcoded like other markers
    Bug #4703: Editor: it's possible to preview levelled list records
    Bug #4705: Editor: unable to open exterior cell views from Instances table
    Bug #4714: Crash upon game load in the repair menu while the "Your repair failed!" message is active
    Bug #4715: "Cannot get class of an empty object" exception after pressing ESC in the dialogue mode
    Bug #4720: Inventory avatar has shield with two-handed weapon during [un]equipping animation
    Bug #4723: ResetActors command works incorrectly
    Bug #4736: LandTexture records overrides do not work
    Bug #4745: Editor: Interior cell lighting field values are not displayed as colors
    Bug #4746: Non-solid player can't run or sneak
    Bug #4747: Bones are not read from X.NIF file for NPC animation
    Bug #4748: Editor: Cloned, moved, added instances re-use RefNum indices
    Bug #4750: Sneaking doesn't work in first person view if the player is in attack ready state
    Bug #4756: Animation issues with VAOs
    Bug #4757: Content selector: files can be cleared when there aren't any files to clear
    Bug #4768: Fallback numerical value recovery chokes on invalid arguments
    Bug #4775: Slowfall effect resets player jumping flag
    Bug #4778: Interiors of Illusion puzzle in Sotha Sil Expanded mod is broken
    Bug #4783: Blizzard behavior is incorrect
    Bug #4787: Sneaking makes 1st person walking/bobbing animation super-slow
    Bug #4797: Player sneaking and running stances are not accounted for when in air
    Bug #4800: Standing collisions are not updated immediately when an object is teleported without a cell change
    Bug #4802: You can rest before taking falling damage from landing from a jump
    Bug #4803: Stray special characters before begin statement break script compilation
    Bug #4804: Particle system with the "Has Sizes = false" causes an exception
    Bug #4805: NPC movement speed calculations do not take race Weight into account
    Bug #4810: Raki creature broken in OpenMW
    Bug #4813: Creatures with known file but no "Sound Gen Creature" assigned use default sounds
    Bug #4815: "Finished" journal entry with lower index doesn't close journal, SetJournalIndex closes journal
    Bug #4820: Spell absorption is broken
    Bug #4823: Jail progress bar works incorrectly
    Bug #4826: Uninitialized memory in unit test
    Bug #4827: NiUVController is handled incorrectly
    Bug #4828: Potion looping effects VFX are not shown for NPCs
    Bug #4837: CTD when a mesh with NiLODNode root node with particles is loaded
    Bug #4841: Russian localization ignores implicit keywords
    Bug #4844: Data race in savegame loading / GlobalMap render
    Bug #4847: Idle animation reset oddities
    Bug #4851: No shadows since switch to OSG
    Bug #4860: Actors outside of processing range visible for one frame after spawning
    Bug #4867: Arbitrary text after local variable declarations breaks script compilation
    Bug #4876: AI ratings handling inconsistencies
    Bug #4877: Startup script executes only on a new game start
    Bug #4879: SayDone returns 0 on the frame Say is called
    Bug #4888: Global variable stray explicit reference calls break script compilation
    Bug #4896: Title screen music doesn't loop
    Bug #4902: Using scrollbars in settings causes resolution to change
    Bug #4904: Editor: Texture painting with duplicate of a base-version texture
    Bug #4911: Editor: QOpenGLContext::swapBuffers() warning with Qt5
    Bug #4916: Specular power (shininess) material parameter is ignored when shaders are used.
    Bug #4918: Abilities don't play looping VFX when they're initially applied
    Bug #4920: Combat AI uses incorrect invisibility check
    Bug #4922: Werewolves can not attack if the transformation happens during attack
    Bug #4927: Spell effect having both a skill and an attribute assigned is a fatal error
    Bug #4932: Invalid records matching when loading save with edited plugin
    Bug #4933: Field of View not equal with Morrowind
    Bug #4938: Strings from subrecords with actually empty headers can't be empty
    Bug #4942: Hand-to-Hand attack type is chosen randomly when "always use best attack" is turned off
    Bug #4945: Poor random magic magnitude distribution
    Bug #4947: Player character doesn't use lip animation
    Bug #4948: Footstep sounds while levitating on ground level
    Bug #4952: Torches held by NPCs flicker too quickly
    Bug #4961: Flying creature combat engagement takes z-axis into account
    Bug #4963: Enchant skill progress is incorrect
    Bug #4964: Multiple effect spell projectile sounds play louder than vanilla
    Bug #4965: Global light attenuation settings setup is lacking
    Bug #4969: "Miss" sound plays for any actor
    Bug #4971: OpenMW-CS: Make rotations display as degrees instead of radians
    Bug #4972: Player is able to use quickkeys while disableplayerfighting is active
    Bug #4979: AiTravel maximum range depends on "actors processing range" setting
    Bug #4980: Drowning mechanics is applied for actors indifferently from distance to player
    Bug #4984: "Friendly hits" feature should be used only for player's followers
    Bug #4989: Object dimension-dependent VFX scaling behavior is inconsistent
    Bug #4990: Dead bodies prevent you from hitting
    Bug #4991: Jumping occasionally takes too much fatigue
    Bug #4999: Drop instruction behaves differently from vanilla
    Bug #5001: Possible data race in the Animation::setAlpha()
    Bug #5004: Werewolves shield their eyes during storm
    Bug #5012: "Take all" on owned container generates a messagebox per item
    Bug #5018: Spell tooltips don't support purely negative magnitudes
    Bug #5025: Data race in the ICO::setMaximumNumOfObjectsToCompilePerFrame()
    Bug #5028: Offered price caps are not trading-specific
    Bug #5038: Enchanting success chance calculations are blatantly wrong
    Bug #5047: # in cell names sets color
    Bug #5050: Invalid spell effects are not handled gracefully
    Bug #5055: Mark, Recall, Intervention magic effect abilities have no effect when added and removed in the same frame
    Bug #5056: Calling Cast function on player doesn't equip the spell but casts it
    Bug #5059: Modded animation with combined attack keys always does max damage and can double damage
    Bug #5060: Magic effect visuals stop when death animation begins instead of when it ends
    Bug #5063: Shape named "Tri Shadow" in creature mesh is visible if it isn't hidden
    Bug #5067: Ranged attacks on unaware opponents ("critical hits") differ from the vanilla engine
    Bug #5069: Blocking creatures' attacks doesn't degrade shields
    Bug #5073: NPCs open doors in front of them even if they don't have to
    Bug #5074: Paralyzed actors greet the player
    Bug #5075: Enchanting cast style can be changed if there's no object
    Bug #5078: DisablePlayerLooking is broken
    Bug #5081: OpenMW-CS: Apparatus type "Alembic" is erroneously named "Albemic"
    Bug #5082: Scrolling with controller in GUI mode is broken
    Bug #5087: Some valid script names can't be used as string arguments
    Bug #5089: Swimming/Underwater creatures only swim around ground level
    Bug #5092: NPCs with enchanted weapons play sound when out of charges
    Bug #5093: Hand to hand sound plays on knocked out enemies
    Bug #5097: String arguments can't be parsed as number literals in scripts
    Bug #5099: Non-swimming enemies will enter water if player is water walking
    Bug #5103: Sneaking state behavior is still inconsistent
    Bug #5104: Black Dart's enchantment doesn't trigger at low Enchant levels
    Bug #5106: Still can jump even when encumbered
    Bug #5110: ModRegion with a redundant numerical argument breaks script execution
    Bug #5112: Insufficient magicka for current spell not reflected on HUD icon
    Bug #5113: Unknown alchemy question mark not centered
    Bug #5123: Script won't run on respawn
    Bug #5124: Arrow remains attached to actor if pulling animation was cancelled
    Bug #5126: Swimming creatures without RunForward animations are motionless during combat
    Bug #5134: Doors rotation by "Lock" console command is inconsistent
    Bug #5136: LegionUniform script: can not access local variables
    Bug #5137: Textures with Clamp Mode set to Clamp instead of Wrap are too dark outside the boundaries
    Bug #5138: Actors stuck in half closed door
    Bug #5149: Failing lock pick attempts isn't always a crime
    Bug #5155: Lock/unlock behavior differs from vanilla
    Bug #5158: Objects without a name don't fallback to their ID
    Bug #5159: NiMaterialColorController can only control the diffuse color
    Bug #5161: Creature companions can't be activated when they are knocked down
    Bug #5164: Faction owned items handling is incorrect
    Bug #5163: UserData is not copied during node cloning
    Bug #5166: Scripts still should be executed after player's death
    Bug #5167: Player can select and cast spells before magic menu is enabled
    Bug #5168: Force1stPerson and Force3rdPerson commands are not really force view change
    Bug #5169: Nested levelled items/creatures have significantly higher chance not to spawn
    Bug #5175: Random script function returns an integer value
    Bug #5177: Editor: Unexplored map tiles get corrupted after a file with terrain is saved
    Bug #5182: OnPCEquip doesn't trigger on skipped beast race attempts to equip something not equippable by beasts
    Bug #5186: Equipped item enchantments don't affect creatures
    Bug #5190: On-strike enchantments can be applied to and used with non-projectile ranged weapons
    Bug #5196: Dwarven ghosts do not use idle animations
    Bug #5206: A "class does not have NPC stats" error when player's follower kills an enemy with damage spell
    Bug #5209: Spellcasting ignores race height
    Bug #5210: AiActivate allows actors to open dialogue and inventory windows
    Bug #5211: Screen fades in if the first loaded save is in interior cell
    Bug #5212: AiTravel does not work for actors outside of AI processing range
    Bug #5213: SameFaction script function is broken
    Bug #5218: Crash when disabling ToggleBorders
    Bug #5220: GetLOS crashes when actor isn't loaded
    Bug #5222: Empty cell name subrecords are not saved
    Bug #5223: Bow replacement during attack animation removes attached arrow
    Bug #5226: Reputation should be capped
    Bug #5229: Crash if mesh controller node has no data node
    Bug #5239: OpenMW-CS does not support non-ASCII characters in path names
    Bug #5241: On-self absorb spells cannot be detected
    Bug #5242: ExplodeSpell behavior differs from Cast behavior
    Bug #5246: Water ripples persist after cell change
    Bug #5249: Wandering NPCs start walking too soon after they hello
    Bug #5250: Creatures display shield ground mesh instead of shield body part
    Bug #5255: "GetTarget, player" doesn't return 1 during NPC hello
    Bug #5261: Creatures can sometimes become stuck playing idles and never wander again
    Bug #5264: "Damage Fatigue" Magic Effect Can Bring Fatigue below 0
    Bug #5269: Editor: Cell lighting in resaved cleaned content files is corrupted
    Bug #5278: Console command Show doesn't fall back to global variable after local var not found
    Bug #5308: World map copying makes save loading much slower
    Bug #5313: Node properties of identical type are not applied in the correct order
    Bug #5326: Formatting issues in the settings.cfg
    Bug #5328: Skills aren't properly reset for dead actors
    Bug #5345: Dopey Necromancy does not work due to a missing quote
    Bug #5350: An attempt to launch magic bolt causes "AL error invalid value" error
    Bug #5352: Light source items' duration is decremented while they aren't visible
    Feature #1724: Handle AvoidNode
    Feature #2229: Improve pathfinding AI
    Feature #3025: Analogue gamepad movement controls
    Feature #3442: Default values for fallbacks from ini file
    Feature #3517: Multiple projectiles enchantment
    Feature #3610: Option to invert X axis
    Feature #3871: Editor: Terrain Selection
    Feature #3893: Implicit target for "set" function in console
    Feature #3980: In-game option to disable controller
    Feature #3999: Shift + Double Click should maximize/restore menu size
    Feature #4001: Toggle sneak controller shortcut
    Feature #4068: OpenMW-CS: Add a button to reset key bindings to defaults
    Feature #4129: Beta Comment to File
    Feature #4209: Editor: Faction rank sub-table
    Feature #4255: Handle broken RepairedOnMe script function
    Feature #4316: Implement RaiseRank/LowerRank functions properly
    Feature #4360: Improve default controller bindings
    Feature #4544: Actors movement deceleration
    Feature #4673: Weapon sheathing
    Feature #4675: Support for NiRollController
    Feature #4708: Radial fog support
    Feature #4730: Native animated containers support
    Feature #4784: Launcher: Duplicate Content Lists
    Feature #4812: Support NiSwitchNode
    Feature #4831: Item search in the player's inventory
    Feature #4836: Daytime node switch
    Feature #4840: Editor: Transient terrain change support
    Feature #4859: Make water reflections more configurable
    Feature #4882: Support for NiPalette node
    Feature #4887: Add openmw command option to set initial random seed
    Feature #4890: Make Distant Terrain configurable
    Feature #4944: Pause audio when OpenMW is minimized
    Feature #4958: Support eight blood types
    Feature #4962: Add casting animations for magic items
    Feature #4968: Scalable UI widget skins
    Feature #4994: Persistent pinnable windows hiding
    Feature #5000: Compressed BSA format support
    Feature #5005: Editor: Instance window via Scene window
    Feature #5010: Native graphics herbalism support
    Feature #5031: Make GetWeaponType function return different values for tools
    Feature #5033: Magic armor mitigation for creatures
    Feature #5034: Make enchanting window stay open after a failed attempt
    Feature #5036: Allow scripted faction leaving
    Feature #5046: Gamepad thumbstick cursor speed
    Feature #5051: Provide a separate textures for scrollbars
    Feature #5091: Human-readable light source duration
    Feature #5094: Unix like console hotkeys
    Feature #5098: Allow user controller bindings
    Feature #5114: Refresh launcher mod list
    Feature #5121: Handle NiTriStrips and NiTriStripsData
    Feature #5122: Use magic glow for enchanted arrows
    Feature #5131: Custom skeleton bones
    Feature #5132: Unique animations for different weapon types
    Feature #5146: Safe Dispose corpse
    Feature #5147: Show spell magicka cost in spell buying window
    Feature #5170: Editor: Land shape editing, land selection
    Feature #5172: Editor: Delete instances/references with keypress in scene window
    Feature #5193: Shields sheathing
    Feature #5201: Editor: Show tool outline in scene view, when using editmodes
    Feature #5219: Impelement TestCells console command
    Feature #5224: Handle NiKeyframeController for NiTriShape
    Feature #5274: Editor: Keyboard shortcut to drop objects to ground/obstacle in scene view
    Feature #5304: Morrowind-style bump-mapping
    Feature #5311: Support for gyroscopic input (e.g. Android)
    Feature #5314: Ingredient filter in the alchemy window
    Task #4686: Upgrade media decoder to a more current FFmpeg API
    Task #4695: Optimize Distant Terrain memory consumption
    Task #4789: Optimize cell transitions
    Task #4721: Add NMake support to the Windows prebuild script
2021-01-19 12:45:56 +00:00
mef
ca4ace35e3 (games/pioneers) Build fix: Add BUILD_DPENDS+= itstool. LICENSE= gnu-gpl-v2
ERROR: PLIST:173: Packages that install hicolor icons must include "../../graphics/hicolor-icon-theme/buildlink3.mk" in the Makefile.
WARN: PLIST:173: Packages that install icon theme files should set ICON_THEMES.
ERROR: Makefile:30: Only packages that have .omf files in their PLIST may include omf-scrollkeeper.mk.
2 errors and 1 warning found.
2021-01-18 13:44:42 +00:00
micha
4ba6e9a58e games/doomlegacy: Build fix
Remove "-march=native" option.
This should unbreak bulk builds on 32-bit ARM architectures.

Bump PKGREVISION.
2021-01-18 09:41:07 +00:00
nia
9b3e641d5f Recursive revbump for osg update 2021-01-16 14:46:37 +00:00
nia
e5968efedd Remove games/quake
This has bitrotted with time and no longer works on its target platforms,
having been surpassed by newer "faithful ports" like games/tyrquake

PR pkg/29439
2021-01-14 13:23:25 +00:00
wiz
2576b282e3 hitori: remove patch removed from distinfo during last update 2021-01-14 08:50:02 +00:00
prlw1
3fc81f3d72 Update hitori to 3.38.0
Move to meson build system. Lots of translation updates and few bug fixes.
2021-01-13 11:07:50 +00:00
prlw1
623d370c16 Update gnome-sudoku to 3.38.0
Moved to meson build system. Many fixes and translation updates,
especially in preparation for GTK4.
2021-01-12 11:20:53 +00:00
micha
16c982f7cf games/woof: Update to 3.1.0
Changelog:
- A choice of a centered or bobbing weapon sprite during attack has been
  added.
- A default save slot name is generated when the user saves to an empty
  slot.
- The total time for all completed levels is now calculated.
2021-01-11 16:50:57 +00:00
taca
5b67e84ad6 games/ruby-squib: update to 0.16.0
## v0.16.0 / 2020-11-24

Features:

* Special custom unit: cells. A "cell" defaults to 37.5px, or 1/8in,
  e.g. `x: '1 cell'` means `x: 37.5`.  See the docs for details.

* Shorthands for `x`, `y`, `width`, and `height`! The words `x: 'middle'`
  and `x: 'middle + 1in'` will get interpreted.  See the docs for details.

* Autoscaling text! `ellipsize: :autoscale` will now downscale your
  `font_size` if the text ellipsized.  Thanks @Qgel! (#288, #111).

* Option checking!! Completely reworked the way we handle arguments in
  Squib internally (no external behavioral differences).  Now, when you
  give an option to Squib that is not expected.  Since every DSL method
  "knows" what options it takes, that also means we have EVERY option
  properly documented (missed a few...) AND we have an automated test that
  will tell us if we forget to document it.

* `save_png` and `save_sheet` now have a `suffix` option which defaults to
  `''`.  So now you can customize the filenames with `prefix`,
  `count_format`, and `suffix`.

Compatibility:

* When saving PNGs with sprues, outputs start counting at zero - which is
  more consistent with the rest of Squib.

* Minimum Ruby is now 2.5. NOTE: Ruby 3.0 is coming Christmas 2020!! Check
  it out.

Bugs:

* Extra page/no page issue with sprues (#320)
* Fix Ruby 2.7+ deprecations with CSV arguments (#303)

Chores:
* Reorganized the code internally. (#298) Every DSL method now has its own file.
* Moved to Github Actions
* Bump pango et al
2021-01-11 13:38:35 +00:00